Jump to content

Jamm0r

Members
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Jamm0r

  1. Very disappointed. Haven't even recieved an "it shipped" email.
  2. Consider yourself lucky, my preorder still hasn't even shipped yet after three weeks of being released.
  3. It's playable right now for me actually. Are you on medication? </font>
  4. A couple of testers sounds like a minority to me, why not make the optimization optional via the UI??
  5. I play them all (bar CMBO) -- they are not mutually exclusive.
  6. 18 FPS Settings: Resolution: 1920x1280 3D Model Quality: Balanced 3D Texture Quality: Best Anti-Alias: On, 4x (8x AF) High Priority: Off System Specs: Pentium-M Dothan 2.0Ghz Geforce go 7800GTX 1GB DDRAM (dual channel) WinXP Pro SP2
  7. Kudos to OpenGL, rather. No lost devices or any such nonsense you get with Direct3D.
  8. Yes. However, I suspect that "fixing" the current pathfinding algorithm could be a fairly large project. A short-term "fix" that could be implemented while the base algo is improved might come in handy for now... Another solution could be to flag trenches as "buildings" in the code. Just like vehicles know not to drive through buildings (well, most of the time), they could be made to "know" not to drive through trenches. But the ability to add "custom" flagging to the editor might still be a good idea in order for the scenario designer to handle cases not implemented in the exe.
  9. In the 1st scenario, there is a trench running parallel to the main road. Several Strykers get immobilized by falling into the trench without fail every time I play this scenario. This is obviously caused by the "special" pathfinding implemented in CM:SF... As someone else mentioned previously, the ability to mark certain terrain features as "off-limits" in the scenario editor would be of great help to work around the currently problematic pathfinding. Would it be feasible to implement this in a patch??
  10. I'm able to run everything maxed out at 1920x1200 with decent framerates (20-30). I have to bump model detail down to "Balanced" or just above to get playable fr's with 4xAA/16xAF though... Pentium-M Dothan 2.0, Geforce go 7800GTX, XP Pro SP2
  11. Agreed, and well said. It is indeed obvious now why the developers/testers all prefer RT -- WEGO is pretty much broken. Not that I personally miss it much, I'm having a blast in RT (albeit broken pathfinding and several other minor quirks are starting to rub the wrong way...)
  12. First hit on Google... http://www.fraps.com/ PS: S! PB :cool:
  13. Is there any way to run the game in windowed mode?? I would like to have both the game and manual visible at the same time to avoid alt-tabbing ad nauseum.
  14. The keyboard input freezes so many people have been talking about are caused exclusively by Fraps on my end. Without Fraps running, keyboard input works just fine; with it running though, any key press causes the game to freeze for up to 5-10 seconds... HTH.
  15. Not a bug, just the (naive) way shadow maps are implemented in CM:SF.
  16. Folks, This sounds like the fairly well-known issue with OpenGL/Nvidia/dual-core systems. Setting CPU affinity to one of the two cores should fix these issues right up. http://en.wikipedia.org/wiki/Processor_affinity
  17. Pentium-M Dothan 2Ghz Geforce go 7800GTX 1GB RAM Windows XP SP2 Runs like a charm, looks great too, with one major exception: shadow maps need a lot more work -- and I'm not talking about "driver issues". They need to be 1) filtered (pcf, vsm, etc) and some sort of space partitioning (cascaded, pssm, whatever) needs to be implemented... in the meantime, I'll play with them disabled, thankyouverymuch.
  18. Ah, whelp that probably explains the small 1 psi variation, then. Compared to the 5+ psi variation one would expect from heat alone.
  19. Erm... centrifugal force may very well affect pressure, but I'd wager that the increase in tire temperature at those high speeds accounts for most of that 1 psi variation they measured. A tire's pressure increases as its temperature rises. Temperature rises with speed. This is why race car tires are slightly underinflated, and often need a few laps to get tire temperature and pressure up to where the tire produces optimal grip. A race tire's pressure often increases much more than 1 psi though -- more like 5, on average. [ August 18, 2006, 09:42 AM: Message edited by: Jamm0r ]
×
×
  • Create New...